Pets Posted May 8, 2019 Share Posted May 8, 2019 (edited) So if you get a clue that you cant solve due to a quest requirement city or something will it drop that clue and go for another? EDIT- nevermind, sorry I just ready previous questions and it's already been answered- thanks! Edited May 8, 2019 by Pets 1 Quote Link to comment Share on other sites More sharing options...
Developer Patrick Posted May 8, 2019 Developer Share Posted May 8, 2019 7 hours ago, MJtheNurse said: Bug report: mirror mode, easy clue -Just idles outside the house instead of clicking on the crate to get next clue (house in rimmington clue with NPC clue named Remmick i think) Weird, we'll check it out ^^ Do you have roofs visible? Quote Link to comment Share on other sites More sharing options...
Night Posted May 8, 2019 Author Share Posted May 8, 2019 One last update just pushed awaiting approval, the script will now disable roofs if they are enabled. Quote Link to comment Share on other sites More sharing options...
9tails96 Posted May 8, 2019 Share Posted May 8, 2019 (edited) can you guys look into inventory management? - Specifically noticed myself spam clicking a key on the ground after killing an npc for it because my inventory was full. - also noticed this encounter within the ge while attempting to buy the clues items and my inventory was full. - also noticed when trying to loot the medium clue scroll and my inventory was full(blaming the mass amts of food :p) it would spam click and not make room. I Haven't read anything above yet but if it wasn't mentioned before could we have the option to select our desired amount of food to take so inventory won't be a problem(some of us don't need the 15 food :, could we also see a randomized selection within the script of it choosing between falador/varrock guards? i'm un aware but if the ardy guards are the same clue rate then i think these would be cool to throw into the switchup of guard selections (if theres some reason why falador guards are op for medium clues then please educate me) i love your script if theres anything in particular you both need help with or are focusing on within it hmu Edited May 8, 2019 by President Quote Link to comment Share on other sites More sharing options...
Developer Patrick Posted May 8, 2019 Developer Share Posted May 8, 2019 53 minutes ago, President said: can you guys look into inventory management? - Specifically noticed myself spam clicking a key on the ground after killing an npc for it because my inventory was full. - also noticed this encounter within the ge while attempting to buy the clues items and my inventory was full. - also noticed when trying to loot the medium clue scroll and my inventory was full(blaming the mass amts of food :p) it would spam click and not make room. I Haven't read anything above yet but if it wasn't mentioned before could we have the option to select our desired amount of food to take so inventory won't be a problem(some of us don't need the 15 food :, could we also see a randomized selection within the script of it choosing between falador/varrock guards? i'm un aware but if the ardy guards are the same clue rate then i think these would be cool to throw into the switchup of guard selections (if theres some reason why falador guards are op for medium clues then please educate me) i love your script if theres anything in particular you both need help with or are focusing on within it hmu Great suggestions! We'll look into the inventory management and add the option to change the amount of food ^^ Quote Link to comment Share on other sites More sharing options...
Night Posted May 8, 2019 Author Share Posted May 8, 2019 3 hours ago, President said: can you guys look into inventory management? - Specifically noticed myself spam clicking a key on the ground after killing an npc for it because my inventory was full. - also noticed this encounter within the ge while attempting to buy the clues items and my inventory was full. - also noticed when trying to loot the medium clue scroll and my inventory was full(blaming the mass amts of food :p) it would spam click and not make room. I Haven't read anything above yet but if it wasn't mentioned before could we have the option to select our desired amount of food to take so inventory won't be a problem(some of us don't need the 15 food :, could we also see a randomized selection within the script of it choosing between falador/varrock guards? i'm un aware but if the ardy guards are the same clue rate then i think these would be cool to throw into the switchup of guard selections (if theres some reason why falador guards are op for medium clues then please educate me) i love your script if theres anything in particular you both need help with or are focusing on within it hmu Thank you for the reports, I've added the necessary full inventory checks and we're adding a GUI option to set food amount It will be pushed to git here shortly for Token to approve within 24 hours EDIT: Pushed for approval, also the newest version will correctly increment solved clue count when banking caskets! All changes are noted on the original posted under V1.1 in the change log, please note your script paint will say v1.1 when this version is live! 1 Quote Link to comment Share on other sites More sharing options...
Protoprize Posted May 8, 2019 Share Posted May 8, 2019 (edited) 3 hours ago, Night said: Thank you for the reports, I've added the necessary full inventory checks and we're adding a GUI option to set food amount It will be pushed to git here shortly for Token to approve within 24 hours EDIT: Pushed for approval, also the newest version will correctly increment solved clue count when banking caskets! All changes are noted on the original posted under V1.1 in the change log, please note your script paint will say v1.1 when this version is live! Was about to write about this (inv management)! Glad it's getting sorted So far, it's an amazing script that I missed using before Edited May 8, 2019 by Protoprize 1 Quote Link to comment Share on other sites More sharing options...
zaappe Posted May 8, 2019 Share Posted May 8, 2019 Hello! I am loving the script however my bot is webwalking to every destination even if I have runes for teleports and have teleports enabled on "RUNES". Is there any particular reason for this? Quote Link to comment Share on other sites More sharing options...
Night Posted May 9, 2019 Author Share Posted May 9, 2019 1 hour ago, zaappe said: Hello! I am loving the script however my bot is webwalking to every destination even if I have runes for teleports and have teleports enabled on "RUNES". Is there any particular reason for this? If you have teleports enabled and it has the runes in inventory after banking it should definitely be using them, I haven't noticed any issues with this in my testing. Quote Link to comment Share on other sites More sharing options...
MJtheNurse Posted May 9, 2019 Share Posted May 9, 2019 (edited) bug report: medium clue. mirror mode its not using any fairy rings to solve miscellania clue matter of fact havent seen it use any fairy rings even once... it withdraws dramen staff but doesnt walk to any nearest fairy ring to use it. for example, the one near edgeville and the GE Edited May 9, 2019 by MJtheNurse Quote Link to comment Share on other sites More sharing options...
Night Posted May 9, 2019 Author Share Posted May 9, 2019 7 hours ago, MJtheNurse said: bug report: medium clue. mirror mode its not using any fairy rings to solve miscellania clue matter of fact havent seen it use any fairy rings even once... it withdraws dramen staff but doesnt walk to any nearest fairy ring to use it. for example, the one near edgeville and the GE Thanks for the report, I'll ask Patrick to double check the webwalker code to make sure fairy rings are set up properly, according to the script code it should be using them in the WebWalkEvent. Quote Link to comment Share on other sites More sharing options...
Frez Posted May 9, 2019 Share Posted May 9, 2019 Could you guys writer reqs please? Quote Link to comment Share on other sites More sharing options...
Night Posted May 9, 2019 Author Share Posted May 9, 2019 Just now, Mencista said: Could you guys writer reqs please? Reqs can be found on the OSRS wiki: https://oldschool.runescape.wiki/w/Clue_scroll_(medium) Quote Link to comment Share on other sites More sharing options...
Frez Posted May 9, 2019 Share Posted May 9, 2019 Yeah i checked it out, but you could add it to main page for future reference Quote Link to comment Share on other sites More sharing options...
Protoprize Posted May 9, 2019 Share Posted May 9, 2019 A big suggestion, Would it be possible to bank all items once a clue is found and take out the clue and teleports then? Also could add a check to see if a clue is already in the bank (struggled with this when restarting the script multiple times) Quote Link to comment Share on other sites More sharing options...